Axis Allies Europe 1940 Second Edition

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    AGE 12+2-5 PLAYERS

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    DESIGNERS NOTESWhy 1940? That was my rst question

    to Brian Hart, then Avalon Hill

    brand manager, as he began to tell me

    about this idea he had. I had doubts

    and lots of questions. 1940! What an

    interesting time to begin an Axis &

    Allies game. Historically, the sides

    hadnt even been drawn up yet. When

    we think of the Allies in the context

    of World War II, we think of the United

    States and the Soviet Union as being at

    the top of the list. If we do a game that

    starts in 1940, well have to start it with

    neither the Soviet Union nor the United

    States as members of the alliance, or

    even at war for that matter!

    From a game design point of view, Id

    have to bridge some spans of history.

    Spring 1940 through December 7,

    1941, represented a year and a half.I wanted certain historic milestones

    to occur in the game and they had to

    occur in their proper order. I quickly

    decided that the game would have to

    start with the Battle of France. France

    had to fall, and fast. The problem was,

    France was no small, token nation,

    and its military was rst class. In June

    1940, the British and other remnants of

    the Allied armies had just evacuated

    Dunkirk, leaving behind tons of

    equipment. I decided to begin the game

    at that moment.

    The French and British units that

    didnt evacuate and that still remained

    between the German army and Paris

    would have to be represented on

    the board. Germany would have the

    option of attacking this remaining

    Allied force. I gave the German forces

    something that historically made all the

    difference to them and contributed to

    their success. I gave them their Stuka

    dive bombers! On turn 1, Germany

    will blitz into France! With the fall of

    France, the possibility of OperationSea LionGermanys plan to invade

    Englandhad to present itself. If its

    going to happen, it has to start on turn

    2. The Brits cant be given time to

    recover. Turn 3 was when Pearl Harbor

    would have to occur, but not before

    Operation BarbarossaGermanys

    invasion of the Soviet Union. This

    would be especially true if Sea Lion

    was called off.

    When France falls, it will mark the

    defeat of the Allied armies in all of

    continental Europe. Still, this is not

    the end of the game, but its the end

    of the beginning. The only remaining

    democracy, Great Britain, will nd

    itself standing alone. The Japanese

    attack on the United States at Pearl

    Harbor will unite the two English-

    speaking powers under a common

    cause. The Regia Marina (Royal Italian

    Navy) dominates the Mediterranean

    and nds itself in a good position to

    totally control that entire sea. Italy is

    a powerhouse and plays a vital role in

    the Axis efforts. North Africa becomes

    a battleeld as British and Italian

    land, sea, and air units once again

    struggle for control of strategically

    important Egypt. In the East, the

    Soviet Union, with its recent signingof a nonaggression pact with Germany,

    nds itself invading its neighbors in

    Eastern Europe.

    The stage is set, and the political

    situations are confusing, as they often

    are. Its up to you to guide your power

    through this maze. If and when all

    these historic events actually occur

    during the game depends on you and

    the other players. You have the chance

    to rewrite history.

    This is the biggest, most in-depth

    Axis & Alliesgame ever designed

    and published. This game and its sister

    game, Axis & AlliesPacic 1940, are

    about to introduce you to some new

    challenges and, I hope, some great

    times. This will be especially true if

    you combine the two games. The rst

    time I saw these two games

    together, with all the pieces

    set up, I lost my breath for a

    moment.

    Id like to thank myplaytesters. They are people

    like youthey love the game

    and thats why they volunteered

    their many hours. All they

    asked in exchange was that the

    game be good. I hope you allow

    me to pay them in that currency.

    Larry Harris

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    Game Components .............................................................................................4

    Summary of Play .................................................................................................6

    How the War is Won .........................................................................................6

    Setup .......................................................................................................................6

    The Political Situation .......................................................................................9

    Order of Play ...................................................................................................... 12

    1. Purchase & Repair Units ...........................................................................12

    2. Combat Move ............................................................................................12

    3. Conduct Combat ........................................................................................16

    4. Noncombat Move ......................................................................................22

    5. Mobilize New Units ...................................................................................22

    6. Collect Income ...........................................................................................23

    Winning the Game...........................................................................................25

    Unit Profiles ........................................................................................................ 25

    Global Rules ........................................................................................................ 32

    Axis & Allies Game Piece Directory ..........................................................40

    TABLE OF CONTENTS

    CREDITSGame Design:Larry Harris

    Game Development:Kevin Chapman and Mons Johnson

    Rulebook Development: Larry Harris and Kevin Chapman

    Additional Playtesting:Jeffrey Auer, Eric Christoff, Mike Davis, Martin Frick, Randy Heath, Dan Kersey, Gregory Smorey,

    Kelly Thye, and Craig Yope

    Editing:Kevin Chapman and Jennifer Clarke Wilkes

    Art Direction: Ryan Sansaver

    Cover Illustration: Jim Butcher

    Graphic Design: Leon Cortez

    Cartography:Todd Gamble

    Photography:Allison Shinkle

    Brand Management:Chris Lindsay, Liz Schuh and Brian Hart

    Project Management:Neil Shinkle

    Production Management:Godot Gutierre

    Thanks to all of our project team members and the many others too numerous to mention who have contributed to this product.

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    Game Boards and Storage Boxes1 Game Board5 National Storage Boxes

    Game Charts/Aids1 Research & Development Chart

    1 Battle Strip

    Markers and Tokens100 National Control Markers16 Naval Base Markers14 Air Base Markers22 Industrial Complex Markers (10 Major & 12 Minor)

    Dice and Plastic Chips55 Gray Chips15 Green Chips10 Red Chips6 Dice

    Plastic Miniatures610 Total

    GAME COMPONENTS

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    It is spring 1940. Since the invasion of Poland nine monthsearlier, the United Kingdom and France have been at war withGermany. The Soviet Union and Germany have signed a secret

    protocol splitting Eastern Europe between them. In Novemberof that year, the Soviets, using some false pretext, attackedFinland. The Russians didnt fare well in this war. 200,000Finns managed to hold up a Soviet army of 1,000,000 troops.Eventually, the Finns had to sue for peace and several disputedterritories were annexed by the Soviets.

    The weakness and humiliating defeats suffered by the Red Army

    didnt go unnoticed by the watching eyes of Nazi Germany. Beforelong, these two great powers would be caught up in a life-and-

    death struggle for their very existence. Before that day, however,the rest of Europe had to be dealt with. First, Norway and Denmark

    were invaded. Then, with an objective of nothing less than the totaldestruction of the British and French armies in northern France, Belgium

    and Holland were quickly overrun. Outanking the Maginot line, to thegreat surprise of the Allied armies, the German army poured into the Low

    Countries. The Allied Expeditionary Force soon found its back to the sea and wasforced to evacuate. During Operation Dynamo, the Allies, being forced into an ever-shrinking perimeter, made a desperatewithdrawal from Dunkirk. More than 300,000 Allied troops evacuated back to England. However, much of the BEFsequipment had been lost or left back on the beaches of Europe.

    During those desperate days, more than half of the French armor had been lost in Belgium. Now, with what was left andsupplemented by some remaining Allied units, France is facing not only a larger German army, but an army whose tactics

    and way of conducting war are all too new and too effective. Its at this point that you take command of one or more ofthe major powers and rewrite history. As an Allies player, can you stop this Axis momentum? As an Axis player, can youdefeat France and/or Britain? Can you defeat the bear in the East? How are you going to deal with the awakening giant,the arsenal of democracy, the United States? Your task will not be easy, but world domination never is.

    SUMMARY OF PLAYAxis & AlliesEurope 1940can be played by up to ve players. The game depicts a two-sided conict, so if you havemore than two players, split them up into the Axis side and the Allied side.

    The Allied powers include the United States, United Kingdom, France, and the Soviet Union. The Axis powers arerepresented by Germany and Italy. Each player controls at least one world power. Some will control more than one power.

    Each turn you take for a power, you choose which units to build for that power. Then you move your attacking units intohostile spaces and resolve those attacks using dice rolls.

    After combat, you can make noncombat moves with your units that didnt take part in combat that turn. Finally, you placethe units you purchased at the beginning of your turn and then collect your income for the turn, including income gained

    from any newly conquered territories.

    HOW THE WAR IS WONOn your turn, you build, deploy, maneuver, and command army divisions, air wings, and naval eets to loosen your foeshold on their territories. On your opponents turns, they will bring their forces against you. The more territories you hold,the more weapons you can buildand the more powerful those weapons can be.

    On the map are eleven victory cities crucial to the war effort. The Allies begin the game controlling Ottawa, Washington,London, Paris, Cairo, Leningrad, Moscow, and Stalingrad. The Axis powers begin the game controlling Berlin, Rome, andWarsaw.

    Axis VictoryThe Axis powers win the game by controlling any 8 victory cities for a complete round of play, as long as they control an

    Axis capital (Berlin or Rome) at the end of that round.

    Allied Victory

    The Allied powers win the game by controlling Berlin and Rome for a complete round of play, as long as they control an

    Allied capital (Washington, London, Paris, or Moscow) at the end of that round.

    SETUPOne or more players take the side of the Allies, and one or more players take the side of the Axis. Each player controlsone or more world powers. If a player controls more than one power, those powers must all be on the same side.

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    If you control more than one power, keep track of those powers income and units separately. You can conduct operationsfor only one power at a time.

    Once you have decided who will play which power(s), prepare the game for play.

    Game Board/National Production Chart

    The game board is a map of the western hemisphere, circa 1940. Its divided into spaces, either territories (on land) or seazones, which are separated by border lines.

    The national production chart tracks each powers production level (income) during the game. The level is based on thecombined Industrial Production Credit (IPC) values of each territory a power controls. Place one of your powers control

    markers on the number on the chart that matches your powers starting IPC income (as shown on the chart below). Thisis the powers starting national production level. Each player should keep track of his or her powers production levelseparately.

    Setup Charts

    Take the setup chart for your power, located on the box top of the storage tray. It shows the name of the power, its unitscolor, and its emblem. It also lists the starting numbers and locations of that powers units on the game board.

    Combat ForcesTake the plastic pieces that represent your powers combat units. Each power is color coded as shown in the followingchart, which also shows the powers starting income level and treasury in Industrial Production Credits(see below). Place all of your powers starting units on the game board as listed onyour powers setup chart.

    Power Starting Income Color

    Germany 30 GraySoviet Union 28 MaroonUnited States 35 GreenUnited Kingdom 29 TanItaly 10 BrownFrance 17 Blue

    Plastic Chips

    Use the chips to save space in overcrowded territories and sea zones. Gray chips represent 1 combat unit each, greenchips represent 3 units each, and red chips represent 5 units each. For example, if you wanted to place 10 infantry on a

    space, you would stack up 1 red chip, 1 green chip, 1 gray chip, and 1 infantry unit on top. (If you dont have enoughpieces to top off all your stacks, use any identifying item, such as a piece of paper with the unit type written on it.) Thenumber of stacks is not limited by the number of plastic pieces available.

    National Control Markers

    National control markers indicate status in the game. They mark conquered territories and indicate national production

    levels. Take all of the national control markers that feature the emblem of your power.

    Industrial Production CreditsThese units are the money of the game, representing capacity for military production. The amounts shown in the chartabove represent each powers beginning national production level. Each power also starts the game with that many IPCsin its treasury to spend on its rst turn. During the game, each power will spend IPCs, on new units for example, andcollect more IPCs as income from territories that it controls. Have one player act as a banker and track each powers

    current IPC treasury using the IPC Tracking Chart on page 41, or some other means agreed upon by your group .

    Battle Strip, Casualty Strip, and DiceThe battle strip is a card with columns that list attacking and defending units and their combat strengths. When combatoccurs, the players involved place their units on both sides of the battle strip. Combat is resolved by rolling dice.

    Casualties are designated by being moved behind the casualty strip.

    Research & Development Chart

    The Research & Development chart is used for an optional rule when combining this game with Axis & AlliesPacic

    1940(see Global Rules, page 33). If youre playing the combined games, whenever you develop a new technology,

    place one of your powers control markers inside the appropriate advancement box on the chart.

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    Spaces On The Game Board

    Territories

    The border colors of the territories on the game board show which power controls them at the start of the game. Each

    power has its own color and emblem (the United Kingdom controls the Canadian territories in addition to those with

    its own emblem). When the rules refer to the original controller of a territory, they mean the power whose emblem is

    printed on the territory. All other spaces are neutral and are not aligned with any power.

    Most territories have an income value ranging from 1 to 20. This is the number of IPCs the territory produces each turn

    for its controller. A few territories, such as Iceland, have no income value.

    Units can move between adjacent spaces (those that share a common border). Spaces that meet only at a point (such as

    United Kingdom and sea zone 111) are not adjacent to one another, as they do not share a common border.

    All territories exist in one of three conditions:

    Friendly:Controlled by you or a friendly power.

    Hostile:Controlled by a power with which you are at war.

    Neutral:Not controlled by any power, or controlled by a power on the other side with which you are not yet at war

    (see The Political Situation, page 9). Neutral territories, such as Switzerland, have white borders and do not have any

    powers emblem on them. Most such territories also have a unit silhouette with a number, which indicates how many

    infantry units the territory will generate to defend itself when its neutrality is violated. The Sahara Desert and Pripet

    Marshes are impassable and may not be moved into or through by any units.

    Sea Zones

    Sea zones are either friendly or hostile. Friendly sea zones contain no surface warships (this doesnt include

    submarines and transports) belonging to a power with which you are at war. Hostile sea zones contain surface warships

    belonging to a power with which you are at war. (The presence of a surface warship

    belonging to an enemy power with which you are not yet at war doesnt make a sea

    zone hostile.)

    Note: The Caspian Sea (surrounded by Caucasus, Kazakhstan, Turkmenistan, Eastern

    Persia, Persia, and Northwest Persia) is considered to be a sea zone, even though it

    does not have a number.

    Islands

    An island or island group is a single territory surrounded entirely by one or more seazones. A sea zone can contain more than one island or island group, but each one is

    considered one territory. Each territory has a separate name and emblem on it. Its not

    possible to split up land-based units so that they are on different islands in the same

    group.

    For example, Sardinia and Sicily are both located in sea zone 95. These named islands

    can each have independent land-based units. However, West Indies, located in sea

    zone 89, is an island group (one territory), so any land units there are all together, not

    on separate islands. Islands that have no name label, such as the one in sea zone 114,

    are not game spaces and may not have units moved onto them.

    Canals and Narrow Straits

    Canals and narrow straits are geographical features that can help or hinder seamovement, depending upon who controls them. Canals are articial waterways that

    connect two larger bodies of water, while narrow straits are natural passages that do

    the same. In either case, control of the land territories surrounding these features gives

    the controlling power and its allies the ability to travel through them while denying

    access to enemy powers.

    There are two canals on the game board. The Panama Canal connects the Pacic

    Ocean to the Caribbean Sea (sea zones 64 and 89), while the Suez Canal connects the

    Red Sea to the Mediterranean Sea (sea zones 81 and 98). A canal is not considered a

    space, so it doesnt block land movement. Land units can move freely between Trans-

    Jordan and Egypt. Central America, containing the Panama Canal, is one territory, so

    no land movement is required to cross the canal within Central America.

    Example:The Panama Cana

    Example:The Danish Straits

    Example:An island territory

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    There are three narrow straits on the game board. The Turkish Straits connect the Mediterranean and Black Seas (sea

    zones 99 and 100), the Strait of Gibraltar connects the Atlantic Ocean to the Mediterranean Sea (sea zones 91 and 92),

    and the Danish Straits connect the North and Baltic Seas (sea zones 112 and 113). Most narrow straits cant be crossed

    by land units without the use of transport ships. However, Turkey is one territory that contains a narrow strait within it,

    so no land movement or transport ships are required to cross the straits within Turkey.

    If your side (but not necessarily your power) controlled a canal or narrow strait at the start of your turn, you may move

    sea units through it (you cant use it in the same turn that you capture it). If a canal or narrow strait is controlled by a

    power not on your side, but with which you are not yet at war, you must ask permission to use it, which may be denied.

    You cant move sea units through a canal or narrow strait that is controlled by a neutral territory or by a power with

    which you are at war.

    In order to control a canal or narrow strait, you must control its controlling land territory or territories. They are as

    follows:

    Canal/Narrow Straits Controlling Territories

    Suez Canal Egypt and Trans-Jordan

    Panama Canal Central America

    Turkish Straits Turkey

    Strait of Gibraltar Gibraltar

    Danish Straits Denmark

    If there is only one controlling territory, the power that controls it controls the canal or strait. If there are two

    controlling territories, the side that controls both of them controls the canal or strait. If one side controls one territory

    and the other controls the other, the canal or strait is closed to all sea units. Turkey begins the game as a neutralterritory, so neither side may move through the Turkish Straits until Turkey is captured.

    Exception: Submarines of any power may pass through the Strait of Gibraltar regardless of which power controls it.

    The movement of air units is completely unaffected by canals and straits, whether they are moving over land or sea.

    They can pass between sea zones connected by the canal or strait regardless of which side controls it.

    THE POLITICAL SITUATION

    As the game begins, only France and the United Kingdom

    are at war with Germany and Italy. The two other great

    powersthe United States and the Soviet Unionare notyet at war with the Axis powers. Many other countries

    also tried to remain neutral, but as the war became global,

    many of them were forced to join one side or the other.

    The following rules reect the growth and development

    of these historical events from 1940 on.

    GermanyAt the beginning of the game, Germany is at war

    with France and the United Kingdom. With Germany

    positioned in Holland/Belgium and poised to attack

    France, what remains of the proud French army and some

    assorted Allied units are all that stand between it and

    Paris. If and when France falls, Germany will have todecide on its next conquest. Will it be Operation Sea Lion

    (the invasion of Great Britain) or will it be Operation

    Barbarossa (the invasion of the Soviet Union)? With the

    bulk of its army and air force in Belgium, Germany nds

    itself in no position to attack the Soviet Union, at least for

    the moment.

    Germany may declare war on the United States or the

    Soviet Union at the beginning of the Combat Move phase

    of any of its turns. A state of war between Germany

    and the Soviet Union will not affect relations between

    Germany and the United States, and vice versa.

    The Soviet Union

    The Soviet Union begins the game at war with no one.The country is just recovering from Stalins deep purge

    of its military ofcer corps, which has shaken the Red

    Army to its very core. Combine this with its recent

    military disaster in Finland, and we nd the Soviet Union

    more than happy to enter into a secret agreement with

    Germany. This secret agreement, known as the Molotov-

    Ribbentrop pact, assures that the Soviet Union will

    remain neutral should Germany go to war in Europe. It

    also permits each power to expand its sphere of inuence

    in Eastern Europe without interference from the other.

    As a result, the Soviet Union may not declare war on any

    Axis power before its fourth turn unless an Axis power

    declares war on it rst. However, if London is captured

    by an Axis power, the Soviet Union may declare war onits following turn.

    The United StatesThe United States begins the game at war with no one.

    America, separated from the conict by two great oceans,

    is particularly anxious to not once again get involved in

    another European war only twenty-some years after the

    last one. At this point, Americans dont feel that these

    events concern them. With its military standing ranked

    no higher than 12th or 14th in the world, and with a

    serious isolationist mood in the country, only with the

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    outrage felt by its people at a sudden and deliberate

    attack by an Axis power will the United States end its

    neutrality and go to war. While it remains neutral, in

    addition to the normal restrictions (see Powers Not at

    War with One Another, page 15), the United States may

    end the movement of its sea units only in sea zones that

    are adjacent to US territories, with one exception: US

    warships (not transports) may also conduct long-range

    patrols into sea zone 102.

    The United States may not declare war on any Axispower unless an Axis power either declares war on it rst

    or captures London or any territory in North America,

    after which it may declare war on any or all Axis powers

    on its following turn. However, on turn 3, Japan will

    awaken the sleeping giant at Pearl Harbor, and the United

    States may declare war on any or all Axis powers at the

    beginning of the Collect Income phase of that turn if

    it has not done so already. This is an exception to the

    rules for declaring war (see Declaring War, page 12),

    which may normally be done only at the beginning of the

    Combat Move phase.

    The United KingdomThe United Kingdom is at war with Germany and Italy.

    With the anticipated fall of France, the United Kingdom

    will nd itself standing alone against the Axis. As the

    game begins, Great Britain has barely completed the

    evacuation of its own as well as Allied forces from

    Dunkirk. An invasion of the United Kingdom looms

    as a real possibility. The Battle of Britain is about to

    commence. Only after the United States and the Soviet

    Union enter the war on turns 3 and 4, respectively (or

    sooner if the Axis attacks them), will the United Kingdom

    have help in facing the Axis menace. In the meantime, the

    United Kingdom will once again have to persevere.

    ItalyAt the beginning of the game, Italy is at war with France

    and the United Kingdom. Fascist Italy, allied with its Axis

    partner Germany, hopes to fulll its dreams of greatness

    and revive what was once the glory of Rome. To do this,

    it seeks to expand deeper into Africa and/or perhaps gain

    complete dominance of the Mediterranean.

    Italy may declare war on the United States or the Soviet

    Union at the beginning of the Combat Move phase of any

    of its turns. A state of war between Italy and the Soviet

    Union will not affect relations between Italy and the

    United States, and vice versa.

    FranceFrance is at war with Germany and Italy. Confronted by

    a new type of warfare, Blitzkrieg, Frances armies will

    eventually be destroyed. How many German and Italian

    units it can take with it becomes the question. Either the

    United States or United Kingdom player will control

    France and its military units. This selected player will

    manage all the events related to France that occur during

    any powers turn. France will be managed as a separately

    controlled power, including the French IPC economy.

    This game doesnt deal with the German installment of

    the Vichy government in France. All French units, after

    the fall of France, will continue to be controlled by the

    player that was selected to control France (US or UK).

    If and when the territory France is liberated by the Allies,

    the player controlling France immediately places his or

    her choice of up to 12 IPCs worth of any French units on

    the France territory for free. This can happen only once

    per game.

    Neutral TerritoriesIn 1940, many countries, including the United States,

    tried to remain neutral. As the war became truly global,

    many neutrals were forced to join one side or the other.

    There are three types of neutral territories in this game:

    pro-Allies, pro-Axis, and strict neutral (non-aligned).

    Many neutral territories have their own standing army.

    This force is shown on the map in the form of an infantry

    silhouette with a number next to it. These numbers

    indicate the number of infantry units that will be placed

    on the map if and when the territorys neutrality is

    compromised. These units are placed free of charge.

    An important concept to understand is the difference

    between a neutral territoryand a neutral power. There

    are only six powers in the game (Germany, the Soviet

    Union, the United States, the United Kingdom, Italy, and

    France). While some of these powers begin the game

    neutral, neutral territories begin the game not being

    controlled by any power. Each neutral territory is treated

    as a separate entity. Neutral territories are not linked as

    countries in any way. For example, an Axis invasion of

    Northwest Persia will not activate Persias standing army

    or change its political status. Unlike powers, war is never

    declared on neutral territoriesthey are simply attacked.

    Friendly NeutralsFriendly neutrals are neutral territories that are

    sympathetic to your alliance. For example, on the map

    Bulgaria and Iraq are shown as being pro-Axis. These

    territories would be friendly neutrals to both Germany

    and Italy. A pro-Allies neutral would be considered a

    friendly neutral to the United States, United Kingdom,

    Soviet Union, and France.

    Friendly neutrals may not be attacked, and air units

    may not y over them. They can be moved into (but not

    through) as a noncombat move by land units of a powerthat is at war (see Noncombat Move, page 22). This

    moves the territory out of its neutral status, however. The

    rst friendly power to do so places its national control

    marker on the former friendly neutral territory, and its

    national production level is adjusted upward by the value

    of the territory. With the territorys loss of neutrality in

    this way, its standing army is immediately activated.

    The units placed belong to the power that now controls

    the formerly neutral territory, and may be used freely

    beginning on that powers next turn.

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    Example:Yugoslavia is a friendly neutral for the Allies

    and an unfriendly neutral for the Axis.

    Unfriendly Neutrals

    Neutrals that are friendly to the side opposing your side are

    said to be unfriendly neutrals. For example, Germany will

    have to ght its way into Yugoslavia, which is a pro-Alliesneutral territory.

    Moving into an unfriendly neutral is considered a combat

    move and any combat must be resolved during the Conduct

    Combat phase (see Combat Move, page 12). Before the

    neutral territory can be taken control of by the invading

    power, all of the neutrals standing army units must be

    eliminated. Air units cant y over an unfriendly neutral

    unless they are attacking it.

    When a neutral territory is invaded, its no longer considered

    neutral and immediately becomes part of the alliance

    opposing the power that attacked it. For example, if Germanyattacked Yugoslavia, Yugoslavia would join the Allies. Also,

    its standing army units are immediately placed in it. Choose

    any power from among those on the side that the territory

    has joined, and use that powers infantry units to represent

    these forces. The player that controls the chosen power will

    control the territorys units for the duration of the battle. This

    player places the territorys units on the board and manages

    them when they conduct combat. Dont mix or confuse the

    territorys units with the units of another power, including the

    power managing the territorys pieces on the board.

    Capturing an unfriendly neutral gives the capturing player

    the IPC income of the territory. The invading power places

    its national control marker on the territory, and its national

    production level is adjusted upward by the value of the

    captured territory.

    If the attack upon the formerly neutral territory is

    unsuccessful (the territory is not captured), any remaining

    defending units stay in the territory but cant move. The

    territory remains uncontrolled (place a national control

    marker on it face down to indicate its new status), but units

    from the side its now allied with can move into it and take

    control of it and its remaining units in the same way as if it

    were a friendly neutral.

    Strict Neutrals

    Sweden, Turkey, and Switzerland are examples of strict

    neutrals. They have no particular leaning toward one side or

    the other. These neutrals can be controlled only by invading

    them. Strict neutrals are treated in exactly the same way as

    unfriendly neutrals, with one exception. An attack by either

    alliance on a strict neutral territory (whether successful or

    not) will result in all remaining strict neutrals immediately

    becoming pro-Allies or pro-Axis, depending on who violated

    the strict neutrals neutrality. For example, if Germanyattacks Sweden, all the other strict neutrals on the map would

    take on a pro-Allies status for all purposes.

    Example:Sweden starts the game as a strict neutral

    territory.

    Once any formerly neutral territory becomes controlled by

    a major power, the rules regarding neutral territories no

    longer apply to it. Its treated like any other territory, with the

    exception that it has no original controller (even if it was

    initially biased toward one side or the other). In other words,

    it may only be captured, never liberated (see Liberating a

    Territory, page 21), and a major industrial complex may

    never be built in it (see Industrial Complexes, page 27).

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    Order of Play

    1. Germany

    2. Soviet Union

    3. United States

    4. United Kingdom

    5. Italy6. France (controlled by an Allied player)

    Your powers turn consists of six phases, which take

    place in a xed sequence. You must collect income if you

    can, but all other parts of the turn sequence are voluntary.

    When you nish the Collect Income phase, your turn is

    over. Play then passes to the next power.

    Turn Sequence

    1. Purchase and Repair Units

    2. Combat Move (Powers at War Only)3. Conduct Combat (Powers at War Only)

    4. Noncombat Move

    5. Mobilize New Units

    6. Collect Income

    Phase 1: Purchase and Repair UnitsIn this phase, you may spend IPCs for additional units to be

    used in future turns. All the units listed in the mobilization

    zone on the game board are available for purchase.

    Purchase Units Sequence

    1. Order units

    2. Pay for units and repair damaged units and facilities

    3. Place units in mobilization zone

    Step 1: Order Units

    You may buy as many units of any type as you can afford.

    Select all the units you wish to buy. You dont have to spend

    all of your IPCs.

    Step 2: Pay for Units and Repair Damaged Unitsand Facilities

    Pay IPCs to the bank equal to the total cost of the units

    (by having the banker adjust the number of IPCs in your

    powers treasury).

    You can also pay to remove damage from facilities.

    Facilities are industrial complexes, air bases, and naval

    bases. Each point of damage costs 1 IPC to remove. Repairs

    take effect immediately, and the controlling player can use

    repaired facilities during the rest of this turn.

    Your capital ships (carriers and battleships) in sea zones

    serviced by operative friendly naval bases (including those

    repaired in this turn) are also repaired at this time. There is

    no IPC cost to repair these ships.

    Step 3: Place Units in the Mobilization Zone

    Place the purchased units in the mobilization zone (on the

    game board). You cant use these units right away, but you

    will deploy them later in the turn.

    Phase 2: Combat Move (Powers at War Only)Movement in this game is separated into combat movement and noncombat movement phases. During the Combat

    Move phase, all movement must end in a hostile space, with a few exceptions (see below). Movement into a hostile

    space counts as combat movement whether that space is occupied or not. Additional movement that doesnt end in a

    hostile space occurs during the Noncombat Move phase (phase 4).

    ORDER OF PLAYAxis & Allies is played in rounds. A round consists of each power taking a turn.

    Declaring WarIf there are no restrictions currently keeping you frombeing at war with a power on the other side (see ThePolitical Situation, page 9), you may declare waron that power. War must be declared on your turnat the beginning of the Combat Move phase, beforeany combat movements are made, unless otherwise

    specified in the political rules. An actual attack isnot required. Once a state of war is entered into, allterritories and sea zones controlled by or containingunits belonging to the power or powers on which youdeclared war instantly become hostile to your units,and the normal restrictions of moving into or throughhostile spaces apply, with one exception. During yourCombat Move phase in which you entered into astate of war, your transports that are already in seazones that have just become hostile may be loaded inthose sea zones (but not in other hostile sea zones).In effect, transports may be loaded in their initial seazones for amphibious assaults before war is declared,while the sea zone is still friendly.

    If another power declares war on your power, yourpower is at war immediately, but only with the power

    that declared war on it. You must wait until your turnto make any declarations of war on other powersthat were enabled by that declaration. For example,if Germany declares war on the United States, theUnited States is immediately at war with Germany,but it must wait until its turn to declare war on Italy.Of course, the United States may also declarewar on Germany on its turn, but this is technicallyunnecessary, as the two powers are already at war.

    Declarations of war are either provoked or unprovoked.A declaration of war is considered to be provokedeither when the declaration is made in reaction to thedirect aggression of another power or when a politicalrule allows the power to declare war due to a specificaction being taken by another power. For example,the United States is allowed to declare war on any orall Axis powers if an Axis power declares war on it,so if Germany declares war on the United States, asubsequent declaration of war by the United States onItaly would be considered provoked. A declaration ofwar under any other circumstances is considered to beunprovoked.

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    Air Movement Example:Air units can move through a

    hostile space as if it were friendly.

    Land Movement Example:Land units must end their

    movement when they encounter a hostile territory.

    Blitzing tanks and mechanized infantry are an exception

    (see page 15).

    Move as many of your units into as many hostile territories and sea zones as you wish. You can move into a single

    hostile space from different spaces, as long as each moving unit can reach that space with a legal move.

    You can move units through friendly (but not friendly neutral) spaces en route to hostile spaces during this phase.

    However, units cant end their movement in friendly spaces during the Combat Move phase except in four instances.

    Tanks and mechanized infantry that have blitzed through

    an unoccupied hostile space (see Tanks, Mechanized

    Infantry, and Blitzing, page 15).

    Units moving from a hostile sea zone to escape combat

    as their combat move. A sea zone into which defendingair units may be scrambled in reaction to an amphibious

    assault (see Scramble, page 16) may be treated in the

    same way as a hostile sea zone for this purpose.

    Sea units that will be participating in an amphibious

    assault from a friendly sea zone, as well as sea and/or

    air units that may be needed to support it in the case that

    defending air units are scrambled (see Scramble, page

    16).

    Sea units moving into a sea zone containing only enemy

    submarines and/or transports in order to attack those

    units. (Remember that such a sea zone is not considered

    hostile.)

    If you move all of your units out of a territory you control,you still retain control of that territory until an enemy

    moves into and captures it (the territory remains in control

    of the power that controlled it at the start of the turn).

    Units from the same side can freely share territories and

    space on aircraft carriers and transports with one another, as

    long as both powers are at war. They may share sea zones

    regardless of their status. These shared events must be

    agreed upon by both powers.

    All combat movement is considered to take place at the

    same time. Thus, you cant move a unit, then conduct

    combat, then move that unit again during this phase. The

    only exception to this is land units making an amphibiousassault that is preceded by a sea battle (see Amphibious

    Assaults, page 14), as they must ofoad after the

    sea battle is successfully completed. You cant move

    additional units into an embattled space once an attack

    has begun.

    A land or sea unit can move a number of spaces up to

    its move value. Most units must stop when they enter a

    hostile space. Thus, a unit with a move value of 2 could

    move into a friendly space and then a hostile space, or

    just into a hostile space.

    Enemy submarines and/or transports do not block any

    of your units movement, nor do they prevent loadingor ofoading in that sea zone (with one exception; see

    Special Combat Movement: Transports, page 16). As

    the moving player, you have the option of attacking any

    enemy submarines and/or transports that share a sea

    zone with you. However, if a unit chooses to make such

    an attack, that unit must end its movement in that sea

    zone, and it must attack all such units present. In other

    words, you must either attack all enemy submarines and

    transports in the sea zone, or you must ignore all of them.

    You may not attack some enemy units and ignore others

    in the same sea zone. It is possible that some of your units

    may stop to attack while others continue moving through

    the sea zone.

    Sea Units Starting in Hostile Sea Zones

    At the beginning of the Combat Move phase, you might

    already have sea units (and air units on carriers) in spaces

    containing enemy units that were there at the start of

    your turn. For example, an enemy might have built new

    surface warships in a sea zone where you have sea units.

    When your turn comes around again, you are sharing that

    sea zone with enemy forces.

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    Sea Movement Example:Sea units other than

    submarines must end their movement when they enter

    a hostile sea zone. The destroyer must stop in this zone.

    However, the submarine can pass through safely because

    the enemy unit isnt a destroyer.

    Amphibious Assault Example:Amphibious assault

    movement occurs during the Combat Move phase. In

    this example, the U.S. battleship must destroy the enemy

    destroyer in the sea combat in order to clear the hostile

    sea zone so that the transport can ofoad into Normandy/

    Bordeaux. If there had been only defending submarines

    and/or transports, the attacking U.S. player could have

    ignored those units, or could have conducted sea combat.

    If you are sharing a sea zone with surface warships (not

    submarines and/or transports) belonging to a power with

    which you are at war, this situation requires you to do one

    of the following:

    Remain in the sea zone and conduct combat,

    Leave the sea zone, load units if desired, and conduct

    combat elsewhere,

    Leave the sea zone, load units, and return to the same

    sea zone to conduct combat (you cant load units while

    in a hostile sea zone), or Leave the sea zone and conduct no combat.

    Once these sea units have moved and/or participated in

    combat, they cant move or participate in the Noncombat

    Move phase of the turn.

    Air UnitsAn air unit that moves in the Combat Move phase

    must generally reserve part of its move value for the

    Noncombat Move phase, at which point it must return to

    a safe landing spot using its remaining movement.

    An air units movement in any complete turn is limited

    to its total move value. Thus, a strategic bomber with amove value of 6 cant move 6 spaces to get to a hostile

    space. It must save enough movement points to get to a

    friendly territory where it can land. A ghter or tactical

    bomber can move its full 4 spaces to attack in a sea zone

    instead of saving movement, but only if a carrier could be

    there for it to land on by the conclusion of the Mobilize

    New Units phase.

    Air units attacking territories that have AAA (antiaircraft

    artillery) will be red upon (see page 29). This doesnt

    include territories containing AAA that are only being

    own over. AAA cant re upon bombers conducting

    strategic or tactical bombing raids. These air units are

    red on by antiaircraft cover provided by the industrialcomplex or base that is being attacked.

    Amphibious Assaults

    If you want to make any amphibious assaults, announce

    your intent to do so during the Combat Move phase. An

    amphibious assault takes place when you attack a coastal

    territory or island group from a sea zone by ofoading

    land units from transports into that target territory (or

    make a joint attack with both seaborne units that are

    ofoading and other units from one or more neighboring

    territories). The sea zone may be either friendly or

    hostile, but if it is hostile it must be made friendly

    through sea combat before the amphibious assault can

    commence.

    Moving transports and their cargo into a sea zone from

    which you plan to make an amphibious assault counts as

    a combat move, even if there are no defending surface

    warships there and there is no potential for air units to be

    scrambled (see Scramble, page 16). This is also true of

    any units that will support the assault. Further, if enemy

    air units could potentially be scrambled to defend the sea

    zone, additional units may be moved into the sea zone tocombat them in case they are indeed scrambled.

    During the Conduct Combat phase, you can launch only

    amphibious assaults that you announced during this

    phase.

    If an amphibious assault involves a sea combat, any air

    units participating in the assault must move to either the

    sea zone or the land territory. They will then participate

    only in the part of the assault to which they have moved.

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    Special Combat Movement

    A number of units can make special moves during this

    phase. These are described in detail below.

    Aircraft Carriers

    Although they dont have an attack value and arent

    represented on the battle strip, carriers can still participate

    in an attack and can take hits, as long at least 1 unit with

    an attack value attacks along with them. Any ghters or

    tactical bombers on an aircraft carrier launch before thecarrier moves and move independently of the carrier.

    These air units can make a combat move from the carriers

    initial sea zone, or they can remain in that sea zone until

    the Noncombat Move phase.

    Guest aircraft belonging to a friendly power on board

    another powers carrier must remain on board as cargo

    if the carrier moves in combat. They cant take part in

    combat and are destroyed if the carrier is destroyed.

    Whether it moves during the Combat Move or Noncombat

    Move phase, an aircraft carrier allows friendly ghters

    and tactical bombers to land on it in the sea zone where it

    nishes its move.

    Submarines

    Submarines are capable of moving undetected due to

    their ability to submerge. For this reason, they have

    special movement rules. If there are no enemy destroyers

    present, a submarine can move through a sea zone

    containing enemy warships without stopping. However,

    if a submarine enters a sea zone containing an enemy

    destroyer during the Combat Move phase, its movement

    ends immediately and combat will result.

    Powers Not at War with One AnotherWhen two powers on opposite sides are not yetat war with one another, they operate under somespecial conditions and restrictions.

    Movement:A powers ships dont block the navalmovements of other powers with which its not atwar, and vice versa. They can occupy the same seazones.

    Combat:A power cant attack a territory controlledby or containing units belonging to a power withwhich it is not at war. If a power at war attacks a seazone containing units belonging to both a power withwhich its already at war and a power with which itsnot at war, the latter powers units are ignored. Thoseunits wont participate in the battle in any way, and astate of war with that power will not result.

    Neutral Powers:When a power is not at war withanyone, it is neutral. Powers that begin the gameneutral, such as the United States and the SovietUnion, arent initially part of the Allies or the Axis. TheAxis powers are on the opposite side of these neutralpowers, but they are not yet considered enemies.While a power remains neutral, it operates undereven tighter restrictions. A neutral power cant move

    land or air units into or through neutral territories. Itcant move units into or through territories or ontoships belonging to another power or use anotherpowers naval bases, nor can another power moveland or air units into or through its territories or ontoits ships or use its naval bases.

    Blitzing Example 1:You can blitz a tank through a

    territory if that territory is hostile but unoccupied. Place

    your control marker in the blitzed territory.

    Blitzing Example 2: You must stop a tanks movement

    when it encounters any enemy units, including AAA

    (antiaircraft artillery) units, industrial complexes, air

    bases, and naval bases, so this tank may not blitz.

    Tanks, Mechanized Infantry, and Blitzing

    A tank can blitz by moving through an unoccupied hostile territory as the rst part of a move that can end in a

    friendly or hostile territory. In addition, 1 mechanized infantry unit can move along with each blitzing tank. The

    complete move must occur during the Combat Move phase. The blitzing units establish control of the rst territory

    before they move to the next. Place your control marker on the rst territory and adjust the national production levels

    as you blitz. A tank (or mechanized infantry) that encounters enemy units, including AAA (antiaircraft artillery) units,

    or an industrial complex, air base, or naval base, in the rst territory it enters must stop there and may not blitz.

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    Transports

    If a transport encounters hostile surface warships (not

    enemy submarines and/or transports) AFTER it begins

    to move (not counting the sea zone it started in), its

    movement for that turn ends, and it must stop there and

    conduct sea combat.

    A transport can load units while in any friendly sea zone

    along its route, including the sea zone it started in. If a

    transport loads land units during the Combat Move phase,

    it must ofoad those units to attack a hostile territory aspart of an amphibious assault during the Conduct Combat

    phase, or it must retreat during the sea combat step of

    the amphibious assault sequence while attempting to

    do so. A transport that is part of an amphibious assault

    must end its movement in a friendly sea zone (or one

    that could become friendly as result of sea combat) from

    which it can conduct the assault. However, a transport

    is not allowed to ofoad land units for an amphibious

    assault in a sea zone containing 1 or more ignored enemy

    submarines unless at least 1 warship belonging to the

    attacking power is also present in the sea zone at the end

    of the Combat Move phase.

    Any land units aboard a transport are considered cargountil they ofoad. Cargo cant take part in sea combat and

    is destroyed if the transport is destroyed.

    Air Bases

    When taking off from a territory that has an operative

    air base, air units gain 1 additional movement point.

    Fighters and tactical bombers can now move 5 spaces and

    strategic bombers can move 7 spaces (see Air Bases,

    page 28).

    Naval Bases

    All ships beginning their movement from a sea zoneserviced by an operative friendly naval base gain 1

    additional movement point (see Naval Bases, page 28).

    Scramble

    Scrambling is a special movement that the defender can

    make at the end of this phase. It must be done after all of

    the attackers combat movements have been completed

    and all attacks have been declared. The attacker may

    not change any combat movements or attacks after the

    defender has scrambled.

    A quick reaction team of no more than 3 defending

    ghters and/or tactical bombers (strategic bombers cant

    scramble) located on each island or coastal territory

    that has an operative air base can be scrambled to

    defend against attacks in the sea zones adjacent to those

    territories. These air units can be scrambled to helpfriendly units in adjacent sea zones that have come under

    attack. They can also be scrambled to resist amphibious

    assaults from adjacent sea zones, whether or not the

    territory being assaulted is the territory containing the

    air base. They may defend against the enemy ships

    conducting the amphibious assault even if friendly ships

    are not present.

    In situations where a sea zone is adjacent to more than

    one territory containing an air base (sea zone 109 and

    Scotland and United Kingdom, for example), each of the

    territories can scramble up to 3 ghters and/or tactical

    bombers. In situations where a territory containing an

    air base is adjacent to more than one sea zone (UnitedKingdom and sea zones 109 and 110, for example), the

    territory may still only scramble up to 3 ghters and/or

    tactical bombers, but they may be split between the sea

    zones in any combination.

    Scrambled ghters and tactical bombers are defending, so

    refer to their defense values and abilities when resolving

    combat. They are treated as normal defending units in

    their sea zones. As defenders, they may not retreat. They

    cant participate in any other battles during that turn,

    including a battle in the territory from which they were

    scrambled.

    After all combat is completed, each surviving scrambledair unit must return to the territory from which it was

    scrambled. If the enemy has captured that territory, the

    unit can move 1 space to land in a friendly territory or

    on a friendly aircraft carrier. If no such landing space is

    available, the unit is lost. Surviving scrambled air units

    land during that turns Noncombat Move phase, before

    the attacker makes any movements.

    Phase 3: Conduct Combat (Powers at War Only)In this phase, you conduct combat against opposing units using the following sequence:

    Combat Sequence

    1. Strategic and tactical bombing raids2. Amphibious assaults

    3. General combat

    A number of units have special rules that modify or overwrite the combat rules in this section. See Unit Proles,

    page 27 for combat rules associated with each type of unit.

    Strategic and Tactical Bombing Raids

    A strategic or tactical bombing raid is a direct attack on a facility. During this step, you can bomb enemy industrial

    complexes, air bases, and naval bases with your strategic bombers. You can also bomb enemy air and naval bases

    (but not industrial complexes) with your tactical bombers. When you damage these facilities, their capabilities are

    decreased or eliminated, and your enemy must spend IPCs to repair them in order to restore those capabilities. Repairs

    can be made by the units controlling player during his or her Purchase and Repair Units phase (see Purchase and

    Repair Units, page 12).

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    Infantry Infantry

    Attacks @ 2

    Attacks @ 4

    Attacks @ 2

    Attacks @ 4

    Can Blitz

    Can Hit Subs

    Destroyer

    Artillery

    Artillery

    Fighter

    Tactical Bomber Tactical Bomber

    Tactical Bomber Tactical Bomber

    Tank

    Tank

    Mech. Infantry Mech. Infantry

    Mech. Infantry Mech. Infantry

    To conduct a bombing raid, the attacking player moves

    his or her bombers to the territory on the map containing

    the target(s). A base may be both strategically and

    tactically bombed at the same time. Both attacking

    and defending ghters (not tactical bombers) can also

    participate in strategic bombing raids as escorts and

    interceptors. Escort ghters (those accompanying the

    attacking bombers) can escort and protect the bombers,

    and they can originate from any territory or sea zone,

    range permitting. They cant participate in any other

    battles during that turn, including a battle in the territoryin which the bombing raid is occurring. This applies

    whether or not the defender commits any interceptors.

    Any number of defending ghters based in a territory

    that is about to be strategically and/or tactically bombed

    can be committed to participate in the defense of that

    territorys facilities as interceptors, whether or not there

    are attacking ghter escorts. The number of defending

    ghters that will intercept is decided by the owning

    player(s) after the attackers Combat Move phase is

    completed and before the Conduct Combat phase begins.

    These ghters cannot participate in other battles during

    that turn, including a battle in the territory in which

    the bombing raid is occurring. They must remain intheir original territory after the battle. If that territory

    is captured, they can move 1 space to land in a friendly

    territory or on a friendly aircraft carrier. This movement

    occurs during the Noncombat Move phase, before the

    acting player makes any noncombat movements. If no

    such landing space is available, the ghters are lost.

    If the defender has elected to commit ghter interceptors,

    an air battle will be fought immediately before the

    bombing raid is conducted. Only one air battle is fought

    in each territory, even if more than one facility in that

    territory is being bombed. This air battle is resolved in

    the same way as a normal combat, with the following

    exceptions:

    The attacking bombers and ghter escorts and the

    defending ghter interceptors will be the only units

    participating in this special combat.

    The combat lasts for only one round.

    All of the air units have attack and defense values of 1.

    After the air battle is complete, or if there were no

    defending ghter interceptors, surviving ghter escorts

    are considered to have retreated. They dont participate

    in the actual bombing raid, are not subject to antiaircraft

    re, and will remain in the territory until the Noncombat

    Move phase. Any surviving attacking bombers carry out

    the bombing raid. If the territory offers more than onetarget, the bombers may be divided into groups, and each

    assigned a specic target (tactical bombers may not attack

    industrial complexes).

    Each industrial complex, air base, and naval base has its

    own antiaircraft system. If there is an AAA (antiaircraft

    artillery) unit in the targeted territory, dont roll for

    it. Those units are used to protect combat units. Each

    complex and base rolls one die against each bomber

    directly attacking it (regardless of the number of

    bombers). For each 1 rolled, a bomber of the attackers

    choice is immediately removed.

    After resolving the antiaircraft re, surviving bombers

    each roll one die. Add 2 to each die rolled for a strategic

    bomber (but not for tactical bombers), then total the

    results. To mark the damage done by the attacking

    bomber(s), place 1 gray plastic chip under the targeted

    industrial complex or base per damage point rolled.

    An industrial complex cant receive more than 20 total

    damage for major industrial complexes and more than

    6 total damage for minor ones. Air bases and naval

    bases cant receive more than 6 total damage. Damage

    exceeding these limits is not applied.

    A bomber that performed a strategic or tactical bombing

    raid cant participate in any other combat this turn and

    must return to a friendly territory during the Noncombat

    Move phase.

    Amphibious Assaults

    During this step you will resolve each amphibious assault

    you announced during the Combat Move phase. If you

    didnt announce an amphibious assault, go to General

    Combat on page 18.

    Combined ArmsIn some instances, a mix of unit types activatesenhanced unit abilities. For example, an infantry unitmatched with an artillery unit enables the infantry toattack at 2. See the following chart for details. (Seealso Unit Profiles, page 27.)

    Some unit types require one-to-one pairing withanother unit type and may be paired with more thanone other unit type. Each unit may be paired with onlyone other unit at the same time, but may be pairedwith different units at different times during the sameturn. For example, an individual artillery unit may notbe paired with both an infantry and a mechanizedinfantry during the same combat round in theConduct Combat phase in order to make both unitsattack at 2. However, the same mechanized infantryunit may be paired with a tank during the CombatMove phase in order to blitz, and then be paired withan artillery in the Conduct Combat phase in order toattack at 2.

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    Amphibious Assault Sequence

    1. Sea combat

    2. Battleship and cruiser bombardment

    3. Land combat

    Step 1. Sea Combat

    If there are defending surface warships and/or scrambled

    air units, sea combat occurs. If there are only defending

    submarines and/or transports, the attacker can choose to

    ignore those units or conduct sea combat.

    If sea combat occurs, all attacking and defending sea

    units present must participate in the battle. (Even if the

    attacker chose to ignore defending submarines and/or

    transports, they will still be involved in the battle if the

    defender scrambles air units and forces a sea battle.)

    Conduct the sea combat using the rules for General

    Combat (below), then go to step 3 (land combat).

    If no sea combat occurs, go to step 2 (bombardment).

    Step 2. Battleship and Cruiser Bombardment

    If there was NOT a combat in the sea zone from

    which you are ofoading units from transports, any

    accompanying battleships and cruisers in that sea zonecan conduct a one-time bombardment of one coastal

    territory or island group being attacked. The number of

    ships that can make bombardment attacks is limited to 1

    ship per land unit being ofoaded from the transports in

    that coastal territory. If more than one territory is being

    assaulted from the same sea zone and there are multiple

    battleships and/or cruisers, each ship may support only

    one assault. However, the ships bombardment may be

    split in any way that the attacker chooses, so long as

    the number of ships supporting each assault doesnt

    exceed the number of seaborne land units in that assault.

    Choosing to destroy enemy transports or attacking enemy

    submarines in step 1 (above), counts as a combat and

    prevents the battleship and cruiser bombardment fromtaking place.

    Roll one die for each battleship and cruiser that can

    conduct bombardment. Battleships hit on a die roll of 4

    or less, and cruisers hit on a 3 or less. For each hit, the

    defender will move a defending unit behind the casualty

    strip. These casualties will be able to defend during the

    land combat step before they are eliminated.

    Step 3. Land Combat

    If there was no sea battle, or the sea zone has been

    cleared of all defending enemy units except transports

    and submarines that submerged during the sea battle, and

    the attacker still has land units committed to the coastalterritory, move all attacking and defending units to the

    battle strip and conduct combat using the General Combat

    rules (see below). Remember to put casualties from

    bombardment (if any) behind the casualty strip.

    Attacking land units can come from transports (seaborne),

    and they can come from neighboring territories that

    are adjacent to the attacked territory. Any land units

    ofoading from a single transport can only be ofoaded

    into a single hostile territory.

    If no land units (carried as cargo) survived the sea

    combat, or if the attacking sea units withdrew from the

    sea combat, then any other units that were designated to

    participate in the land attack (including air units) must

    still conduct one round of land combat in a regular attack

    on the intended hostile territory before they can retreat.

    If the attacker doesnt have any attacking land or air units

    left, the amphibious assault is over.

    Keep the attacking overland units and seaborne land units

    separated on the battle strip. Attacking seaborne units

    cant retreat. Attacking overland land units and air unitscan retreat (between rounds of combat). All attacking

    overland land units must retreat together as a group. They

    can only retreat to where at least one of them originated

    and must all retreat at the same time and to the same

    place. A retreat may happen at the conclusion of any

    round of combat.

    Attacking air units, whether involved in the sea combat

    or the attack on the coastal territory, can retreat according

    to the attacker retreat rules (see Condition BAttacker

    Retreats, page 20). If there is a retreat, air units and

    overland units (if any) must retreat at the same time. Air

    units will land during the Noncombat Move phase.

    Air Units

    Each attacking air unit can participate in the sea battle

    or the attack on the coastal territory; it cant do both.

    The attacking player must declare which air units are

    involved in each part of the attack and cant change

    their assignments later. Scrambled air units are placed

    after the amphibious assault is announced and attacking

    air units (if any) are assigned to the sea battle or the

    coastal territory. At the end of the amphibious assault,

    all air units remain in place; they will land during the

    Noncombat Move phase.

    Air units defending in a territory can ght only in thatterritory. They cant participate in the sea combat. The

    exception to this rule is defending ghters and tactical

    bombers that are on an island or coastal territory that has

    an operative air base. Such air units can be scrambled

    to the adjacent sea zone where they participate in its

    defense. Strategic bombers cant be scrambled.

    General CombatIn this step, you resolve combat in each space that

    contains your units and enemy units. Combat is resolved

    by following the General Combat sequence (below).

    Combat in each space takes place at the same time, but

    each affected territory or sea zone is resolved separatelyand completely before resolving combat in the next

    contested space. The attacker decides the order of spaces

    in which each combat occurs. No new units can enter as

    reinforcements once combat has begun. Attacking and

    defending units in each space are considered to re at the

    same time, but for ease of play you roll dice in sequence:

    attacker rst, then defender.

    If you moved any units into unoccupied hostile territories

    or hostile territories that contain only facilities and/or

    AAA units, no actual combat is necessary. Simply skip to

    step 7 (Conclude Combat) for each of these territories and

    remove any AAA units that might be in them.

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    General Combat Sequence

    1. Place units along the battle strip

    2. Submarine surprise strike or submerge

    (sea battles only)

    3. Attacking units re

    4. Defending units re

    5. Remove defenders casualties

    6. Press attack or retreat

    7. Conclude combat

    Step 1. Place Units along the Battle StripThe battle strip has two sides, labeled Attacker and

    Defender. Place all of the attacking and defending land,

    sea, and/or air units from the battle onto their respective

    sides aligned with the numbered columns that contain

    those units names and silhouettes. Facilities dont

    participate in general combat, as they may be attacked

    and damaged only by strategic and tactical bombing

    raids. The number in a units column identies that units

    attack or defense value. An attacking or defending unit

    must roll its columns attack or defense value number or

    less in order to score a hit.

    Some units, such as transports, attacking aircraft carriers,

    and defending AAA units, have no combat value andare not represented on the battle strip. Place these units

    beside the battle strip, as they are still participants in the

    battle and may be taken as casualties.

    In a sea battle, place any cargo (whether your own units

    or an allys) beside the transport ship or on the aircraft

    carrier (guest air units) that is carrying it. Cargo doesnt

    roll attacks, nor can it take a hit. Its lost with the ship

    carrying it if that ship is destroyed.

    If you are attacking in a sea zone that already contained

    friendly units, your allys units are not placed along the

    battle strip, but remain out of play for this turn.

    Step 2. Submarine Surprise Strike or Submerge (Sea

    Battles Only)

    This step is specic to attacking and defending

    submarines. Before the general sea battle takes place

    (steps 35), both attacking and defending submarines

    can choose to either make a Surprise Strike die roll or

    submerge. A player may choose to submerge all, some, or

    none of his or her submarines. However, if the opposing

    side has a destroyer in the battle, the attacking or

    defending submarines cant submerge or make a Surprise

    Strike. Combat proceeds normally with your submarines

    ring along with your other units in step 3 or 4.

    Attacking or defending submarines that choose tosubmerge are immediately removed from the battle strip

    and returned to the game board in the contested sea zone,

    removing them from the remaining battle sequences.

    Note:Decisions on whether attacking and defending

    submarines will re or submerge must be made before

    any dice are rolled by either side. The attacking player

    decides rst.

    Each attacking submarine conducting a Surprise Strike

    rolls one die. Attacking submarines that roll a 2 or less

    score a hit. After the attacking player has rolled for all

    attacking submarines, the defender chooses 1 sea unit

    (submarines cant hit air units) for each hit scored and

    moves it behind the casualty strip. (Note: Undamaged

    capital ships that are hit only once are not removed.)

    Then each defending submarine conducting a Surprise

    Strike rolls one die. Defending submarines that roll a

    1 score a hit. After the defending player has rolled

    for all defending submarines, the attacker chooses 1 sea

    unit for each hit scored and removes it from play. (Note:

    Undamaged capital ships that are hit only once are not

    removed.)

    Note:In both cases, attacking or defending, transports

    can be chosen as casualties only if there are no other

    eligible units. Submerged submarines cant be chosen as

    casualties since they have been removed from the battle.

    Once all attacking and defending submarines that

    conducted a Surprise Strike have red, the casualties

    they have generated are removed from the game and

    this step (step 2) is over for this round of combat. As

    long as there are attacking and/or defending submarines

    and no opposing destroyers, this step is repeated during

    each round of combat. Any hits made during this step

    that dont destroy units (such as battleships and carriers)remain in effect until they are repaired.

    Step 3. Attacking Units Fire

    Roll one die for each attacking unit with an attack value

    that didnt re or submerge in step 2. Roll for units with

    the same attack value at the same time. For example, roll

    all units with an attack value of 3 at the same time. An

    attacking unit scores a hit if you roll its attack value or

    less. After the attacking player has rolled for all attacking

    units, the defender chooses 1 unit for each hit scored and

    moves it behind the casualty strip. All units behind the

    casualty strip will return re in step 4. As many hits as

    possible must be assigned. For instance, if 1 cruiser and 2

    submarines attack a carrier with a ghter and score 3 hits,the defender must assign the cruiser hit to the ghter and

    the submarine hits to the carrier. The defender may not

    assign the cruiser hit to the carrier, as the subs cannot hit

    the ghter and 1 sub hit would be lost.

    Step 4. Defending Units Fire

    Defending units roll one die for each unit with a defense

    value, including units behind the casualty strip, that didnt

    re or submerge in step 2. Roll for units with the same

    defense value at the same time. A defending unit scores a

    hit if you roll its defense value or less.

    After the defending player has rolled for each defending

    unit with a defense value, the attacker chooses 1 unit foreach hit scored and removes it from play. As many hits

    as possible must be assigned. For instance, if 1 cruiser

    and 1 submarine are defending against 1 destroyer and 1

    ghter and the defender scores 2 hits, the attacker must

    assign the sub hit to the destroyer and the cruiser hit to

    the ghter. The attacker may not assign the cruiser hit to

    the destroyer, as the sub cannot hit the ghter and its hit

    would be lost.

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    Specic to Sea Battles:In both steps 3 and 4, submarines

    that red in step 2 cant re again during the same

    combat round. If there is an enemy destroyer in the

    battle, submarines re in step 3 or 4 rather than step 2.

    Remember that in sea battles hits from air units cant be

    assigned to submarines unless there is a destroyer present

    that is friendly to the air units in the battle, and hits

    can be assigned to transports only if there are no other

    eligible units.

    Step 5. Remove Defenders CasualtiesRemove the defenders units that are behind the casualty

    strip from play.Note: After casualties are removed,

    it might be necessary to reevaluate certain units

    capabilities that depend upon the presence or absence of

    other units. For example, infantry units might no longer

    be supported by artillery units, or submarines might no

    longer have their abilities cancelled by enemy destroyers

    that have been removed. These changes will take effect in

    the following combat round.

    Step 6. Press Attack or Retreat

    Combat rounds (steps 25) continue unless one of the

    following two conditions occurs (in this order):

    Condition AAttacker and/or Defender Loses All Units

    Once all units that can either re or retreat on one or both

    sides have been destroyed, the combat ends.

    If a player has combat units remaining along the battle

    strip, that player wins the combat. Players that have units

    remaining along the battle strip return those units to the

    contested space on the game board.

    In a sea battle, if both sides have only transports

    remaining, the attackers transports can remain in the

    contested sea zone or retreat per the rules in Condition B

    below, if possible.

    Condition BAttacker Retreats

    The attacker (never the defender) can retreat during this

    step. Move all attacking land and sea units in that combat

    that are on the battle strip to a single adjacent friendly

    space from which at least 1 of the attacking land or sea

    units moved. In the case of sea units, that space must

    have been friendly at the start of the turn. All such units

    must retreat together to the same territory or sea zone,

    regardless of where they came from.

    Retreating air units remain in the contested space

    temporarily. They complete their retreat movement during

    the Noncombat Move phase using the same rules as an air

    unit involved in a successful battle.

    Retreat Example: After one round of attacks, the

    attacking player decides to retreat, but his destroyer

    must retreat to one of the sea zones that the attacking

    forces came from.

    Step 7. Conclude Combat

    If you win a combat as the attacker in a territory and

    you have 1 or more surviving land units there, you takecontrol of it. Otherwise, it remains in the defenders

    control. (If all units on both sides were destroyed, the

    territory remains in the defenders control.) Sea units

    cant take control of a territory; they must stay at sea.

    Air units cant capture a territory. If your attack force has

    only air units remaining, you cant occupy the territory

    you attacked, even if there are no enemy units remaining.

    Air units must return to a friendly territory or carrier

    during the Noncombat Move phase. Until then, they stay

    at the space where they fought.

    If you have captured the territory, place your control

    marker on the territory and adjust the national productionlevels. Your national production increases by the value of

    the captured territory; the losers production decreases by

    the same amount.

    Any industrial complex, air base, and/or naval base

    located in the captured territory is now controlled by your

    side (see Liberating a Territory, on the next page). If

    you capture an industrial complex, you cant mobilize

    new units there until your next turn. If you capture a

    major industrial complex, it is immediately downgraded

    to a minor one. If you capture an air base or naval base,

    you cant use the added ight or sea movement or receive

    repairs until your next turn.

    Defenseless TransportsIn a sea battle, if the defender has only transportsremaining and the attacker still has units capableof attacking, the defending transports are alldestroyed, along with their cargo. You dont haveto continue rolling dice until all the transportsreceive hits. This will speed up combats. Thisalso occurs if the only combat units remainingcant hit each other. For example, if the defenderhas only transports and submarines remaining,and the attacker has only air units remaining, theair units and submarines cant hit each other,so the transports are defenseless. At this point,defenseless transports are all destroyed, along with

    their cargo. Attacking transports are not usuallyconsidered defenseless, since they generally havethe option of retreating. If they cant retreat, theyare treated the same as defending transports.Destroying defenseless transports in this waystill counts as combat for the purpose of offshorebombardment and similar rules.

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    Any damage previously inicted on a facility remains in

    place until it is repaired (any damage markers beyond 6

    on former major industrial complexes are removed).

    Liberating a Territory

    If you capture a territory that was originally controlled

    by another member of your side, you liberate the

    territory. You dont take control of it; instead, the

    original controller regains the territory and the national

    production level is adjusted. Any industrial complex,

    air base, and/or naval base in that territory reverts to theoriginal controller of the territory. A major industrial

    complex that was downgraded to a minor upon capture is

    not automatically upgraded upon liberationit remains

    minor until the original owner upgrades it.

    If the original controllers (the power whose territory

    you just liberated) capital is in enemy hands at the end

    of the turn in which you would otherwise have liberated

    the territory, you capture the territory instead. You adjust

    your national production level, and you can use any

    industrial complex, air base, and/or naval base there until

    the original controllers capital is liberated. The capturing

    player cant use these newly captured facilities until the

    players next turn.

    Capturing and Liberating Capitals

    If a power captures a territory containing an enemy

    capital (Washington, London, Moscow, etc.), follow the

    same rules as for capturing a territory. Add the captured

    territorys income value to your national production level.

    In addition, you collect all unspent IPCs from the treasury

    of the original controller of the captured capital. For

    example, if Germany conquers Russia, and the Soviet

    Union has unspent IPCs, those IPCs are immediately

    transferred to Germanys player. You collect these IPCs

    even if your own capital is in enemy hands.

    When capturing the last remaining Axis capital,

    signifying Allied victory, you still add the captured

    territorys income value to your national production level

    and you collect any unspent IPCs its power may have.

    The Axis player(s) will have until the beginning of your

    powers next turn, using their existing forces, to try to

    liberate one of the Axis capitals.

    The original controller of the captured capital is still in

    the game but cant collect income from any territories he

    or she still controls and cant buy new units. The player

    skips all but the Combat Move, Conduct Combat, and

    Noncombat Move phases until the capital is liberated.

    If that power or one on its side liberates the capital,the original controller can once again collect income

    from territories he or she controls, including territories

    reverting control to him or her.

    If a capital is liberated, the industrial complex, air base

    and/or naval base in that capital territory revert ownership

    to the original controller of the capital. Other territories

    and industrial complexes, air bases, and naval bases that

    were originally controlled by the newly liberated capitals

    controller but are currently in the hands of friendly

    powers also revert control immediately.

    You dont collect IPCs from the controlling power when

    you liberate a capital. For example, if Germanys player

    liberates Rome from the United Kingdoms player, the

    United Kingdom player doesnt surrender any IPCs.

    Capturing a Victory City

    Germany and Italy win the game by capturing and

    controlling 8 victory cities. Players should keep a closeeye on the progress of the Axis and the number of victory

    cities of which they have control. If the Axis players

    control at least 8 victory cities continuously for one

    complete round of play, they win the warprovided that

    they also control at least one of their own capitals at the

    end of the round.

    Multinational Forces

    Units on the same side can share a territory or seazone, constituting a multinational force. Such forcescan defend together, but they cant attack together.(This doesnt mean powers can share income: only the

    power that controls a territory collects income for thatterritory.)

    A multinational force cant attack the same spacetogether, because each power moves and attacks withits own units only on its own turn. Any units in a seazone in which a battle occurs that belong to an ally ofthe attacker (other than cargo on an attackers ship)cant participate in the battle in any way. Such unitscant be taken as losses in the sea combat and haveno effect on defending submarines.

    An attacking fighter or tactical bomber can launch froman aircraft carrier owned by an ally, but the allys carriercant move until its owners turn. Similarly, an attackingcarrier can carry an allys fighter or tactical bomberas cargo, but the allys air unit cant participate in an

    attack by that carrier.

    An attacking land unit can assault a coastal territoryfrom an allys transport, but only on the attacking landunit owners turn.

    Multinational Defense:When a space containinga multinational force is attacked, all its units defendtogether